Battle Analysis

Tech tools for the analysis of military conficts

target platforms: web, desktop and mobile


Web interface:

As the mouse moves over the battlefield, the hexagon name and terrain is displayed. Terrain can be attached to hexagons and hexsides.

Click on a counter to activate the unit. Click again to place the counter.

Analytic Geometry

The Hexagon Library uses analytical geometry on a cartesian coordinate system to calculate range, bearing and line of sight.

Hexagons are located by a (x,y) coordinate (). The hexagon name is calculated .

Wargame Engine:

Core processing of sequence of play, command processing and basic rules common to all wargames.


Each wargame analysis has uniqued rules for calculating movement, combat, zone of control, line of sight, lines of communication, and victory.

Data: structured based on principles of war

The principles of War: Carl von Clausewitz

P = N * Q * V

N represents the number of troops in the force, which are the counters.

Q is the fighting quality of the troops, which is the attacking and defending strength values.

V is the variable factors reflecting the combat circumstances, such as the terrain effects.

Force data (N * Q) counters to represent the force size (N) and the unit's stength (Q).

Terrain data (V) affects the unit's movement (TEM) and it's combat effectiveness (TEC) (V).

Wargame data Sequence of play and wargame constraints.

Map data size and grid type of wargame map.

Project Steps:

  1. Hexagon Library: hexagon math for unit placement, range, bearing and line of sight.
  2. Battlefield: wargame map and unit images for display and record mouse events.
  3. Wargame Commands: process mouse events into wargame commands.
  4. Wargame Rules: process commands using rules
  5. Wargame Data: Order of Battle and terrain data.
  6. Wargame Calculators: special rules concerning movement, combat, and victory